The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of their communities.
At 3rd level, you gain the following spells. They do not count against your spells prepared, and count as Druid spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level.
Whenever you finish a long rest, you choose one of the following tables below to represent the climate of the land you choose to draw energy from. You do not need to actually be in that climate to channel it.
1st Level: Burning Hands
2nd Level: Blur
3rd Level: Fireball
4th Level: Blight
5th Level: Wall of Stone
1st Level: Fog Cloud
2nd Level: Hold Person
3rd Level: Sleet Storm
4th Level: Ice Storm
5th Level: Cone of Cold
1st Level: Sleep
2nd Level: Misty Step
3rd Level: Lightning Bolt
4th Level: Freedom of Movement
5th Level: Tree Stride
1st Level: Ray of Sickness
2nd Level: Web
3rd Level: Stinking Cloud
4th Level: Polymorph
5th Level: Insect Plague
At 3rd level, as an action, you choose a point within 60 feet of yourself. Vitality giving flowers and life draining thorns appear for a moment in a 10 foot radius sphere, centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 3d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 3d6 Hit Points.
You can use this feature once before you must finish a long rest. If you have no uses of this feature remaining, you can expend a use of your Wild Shape to use it again. Additionally, you may use this feature while Wild Shaped.
The damage increases by 1d6 when you reach Druid levels 10 (4d6) and 14 (5d6).
At 6th level, you can cast the 1st level spell from your Circle Magic feature without spending a spell slot. Once you use this feature, you must finish a short or long rest before you can do so again.
Additionally, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you’re a level 6 Druid, you can recover up to three levels’ worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.
Beginning at 10th level, you are immune to the Poisoned condition, and you have Resistance to a damage type associated with the current land choice you chose for your Circle Magic feature.
Arid. Resistance to Fire damage.
Polar. Resistance to Cold damage.
Temperate. Resistance to Lightning damage.
Tropical. Resistance to Acid and Poison damage.
At 14th level, as an action, you can expend a use of your Wild Shape to empower your Land's Aid ability. The area of effect becomes a 15 foot cube centered on a point within 120 feet of you. The zone lasts for 1 minute or until you are incapacitated or die.
When you first summon the zone, enemies must make a Constitution saving throw against your spell save DC or suffer the damage of your Land's Aid. Any number of creatures of your choice also regain the hit points from your Land's Aid feature.
While the zone persists, you and your allies have Half Cover while in the area, and your allies gain the current Resistance of your Nature's Ward while there.
As a Bonus Action, you can move the area of effect up to 60 feet within 120 feet of yourself.